Here's one band of pirates that the heroes might face during an
unexpected attack.
Atisako Fellum, Gran Pirate (Nemesis)
Brawn 2 Agility 3 Intellect 2
Cunning 2 Willpower 2 Presence 3
Soak: 3
Wound Threshold: 14
Strain Threshold: 12
M/R Defense: 0 / 0
Skills:
Astrogation 2, Athletics 1, Brawl 2, Charm 2, Coercion 1, Cool 2,
Coordination 1, Discipline 2, Gunnery 2, Leadership 2, Mechanics 1,
Medicine 1, Melee 3, Negotiation 2, Perception 2, Piloting—Planetary
1, Piloting—Space 2, Ranged—Heavy 2, Ranged—Light 3, Resilience
1, Skulduggery 1, Stealth 1, Streetwise 1, Vigilance 2
Talents:
Call 'Em, Dodge, Grit, Lethal Blows, Quick Strike, Quick Draw, Rapid
Reaction, Toughened
Abilities:
Free rank in Charm or Negotiation; Enhanced Vision (remove up to two
setback dice from ranged attacks and Perception checks due to
environmental conditions; Adversary 1 (upgrade combat checks against
this character once)
Equipment:
Vacuum suit (counts as heavy clothing), heavy blaster pistol,
vibrosword, comlink
At one time, Atisako Fellum was a confirmed pacifist and a staunch
supporter of the New Republic. He looked up to the Jedi and their
philosophies, and truly believed peace and justice could be promoted
throughout the galaxy. The Clone Wars changed all of that. More
specifically, the creation of the New Order—including the
declaration of Order 66, revealing that the Jedi had plotted to take
over the Republic—tore down all of the ideals in which Atisako had
once believed. What was more, the bias of the Galactic Empire against
non-Humans meant that the Gran found few opportunities for legitimate
employment, and his frustration eventually led him to embrace a new
way of life. Now he has gathered similarly disaffected Gran around
himself, declaring themselves the Pirates of the Solar Wind.
In his mind, the ways of the galaxy have changed, and it makes more
sense to sail with them than against them.
Atisako Fellum still thinks of himself as a gentlebeing of fortune,
and thus has more of a sense of honor than other pirates. To that
end, he may be convinced to engage in a duel with bold individuals,
and he tends to show favor to attractive females.
Gran Pilots (Rivals)
Brawn 2 Agility 2 Intellect 2
Cunning 1 Willpower 2 Presence 3
Soak: 3
Wound Threshold: 12
Strain Threshold: 11
M/R Defense: 0 / 0
Skills:
Astrogation 1, Charm 1, Cool 1, Gunnery 2, Mechanics 1, Perception 1,
Piloting—Planetary 1, Piloting—Space 2, Ranged—Light 1,
Vigilance 2
Talents:
Dead to Rights, Full Throttle, Improved Dead to Rights, Improved Full
Throttle, Skilled Jockey
Abilities:
Free rank in Charm or Negotiation; Enhanced Vision (remove up to two
setback dice from ranged attacks and Perception checks due to
environmental conditions
Equipment:
Vacuum suits, blaster pistols, Z-95 Headhunter starfighters
These pilots have been picked from among the ranks of the ordinary
pirates and given advanced training in order to fly the band's Z-95
Headhunters.
Gran Boarding Party Members (Minions)
Brawn 2 Agility 2 Intellect 1
Cunning 1 Willpower 1 Presence 2
Soak: 3
Wound Threshold: 5 each
Strain Threshold: NA
M/R Defense: 0 / 0
Skills
(group only):
Brawl, Cool, Mechanics, Melee, Perception, Ranged—Light, Vigilance
Talents:
None
Abilities:
None
Equipment:
Vacuum suits (count as heavy clothing), blaster pistols, truncheons,
comlinks
These pirates admire and emulate Atisako Fellum, hoping to become
gentlebeings of fortune just like he is.
The Solar
Wind
These
pirates operate a Wayfinder-class
transport named the Solar
Wind, with the addition
of a second laser cannon. Aboard it they carry two Z-95 Headhunter
starfighters. (See pages 258 and 263 of the core rulebook for
details.) All three vessels are manned by pilots, leaving Atisako to
lead the boarding party. Their usual tactic is to catch a target
unaware, and then to beat it into submission with cannon fire. Once
the vessel has been disabled, the boarding party moves in to bypass
the airlocks and face any remaining resistance.
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